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"RimCuisine 2 Core (Continued)" mod

4
Mod version:1.0 - 1.6
Game version:all
The mod has been successfully tested for the absence of viruses
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About This Mod

Welcome to RimCuisine 2! This mod is designed to bring new cultures and gastronomic delights to the lives of your wards, which they can enjoy while suffering in the harsh world of RimWorld! The mod has been completely redesigned from scratch to provide improved compatibility with other mods and overall performance, while correcting flaws found in the first version.


Required for operation:

[SYR] Processor Framework


The basic idea of fashion is to be vanilla and harmoniously fit into the usual gameplay without making drastic changes. An additional goal was to improve play with tribes and caravans, by adding alternative ways to conserve food, independent of low temperatures or high technology.


New crops: Over 40 new crops and fruit trees - from tomatoes and onions to sorghum, quinoa and grapes, to cherries, pecans and durian! It is noteworthy that all new crops have restrictions on growing in certain biomes! Vanilla crops and some exceptions (such as wheat, cabbage, and onions) can be cultivated in any biome, but most new crops require one or more biomes. For example, sugar cane and bananas grow only in the tropics, agave, cacti and coffee - in arid regions, juniper berries - only in colder climates, and grapes - in temperate! In addition, if the crop is suitable for hydroponics, the biomes restriction is removed! Dare to grow your tropical quinoa in the boreal forest, I'm interested to see what happens!


New dishes: A wide range of new dishes, including mass-produced bread, sweet sweets and cakes, as well as coffee, tea and, of course, harddeck! Snacks are known to create mood, and coffee and tea are sources of caffeine for pawns, improving their performance and learning, while increasing anxiety. Hooray, caffeine panic attacks!


New food categories: All food is now divided into five key groups: Meat, Cereals, Vegetables, Fruits and Sweets, which vary between raw and processed foods. Processed ingredients such as dried fruit/meat and canned foods can be used in recipes like raw ones, but they take up more space and weigh less. All vanilla recipes have been updated to use these new categories!


New merchants! We present you the agricultural traders! They sell mainly crops and farm animals so you can import crops that you can’t grow locally and buy much needed cows to produce delicious products! There's another merchant I'll let you know about on your own... he-he-he


Changes to existing content: None! Okay, I lied a little. A few minor adjustments in the categories and display of inventory. All this was done to avoid creating problems. In addition, a number of old techniques have been renamed and moved to the RimCuisine tree, but their definitions remain the same (for compatibility). Pemmican is now designated as "Basic Conservation Ways" and emergency food is designated as "Intermediate Conservation Ways". Tree sowing was renamed "Basic forestry", and cocoa planting was renamed "Advanced forestry". Unlike RimCuisine 1, the healing root remained unchanged!


Although this mod is almost ready, I intend to use you, dear users, as an experiment to detect errors, distortions and balance capabilities! If you notice something strange or not working correctly, let me know and we'll figure it out!


Patch Notes:


- Fixed beer

"Coffee and tea can now be grown hydroponically, but higher skills and lower yields than in the soil are required.

- Added intermediate and advanced cooking for the start stage.

- Fixed a number of descriptions, especially technological ones, which used outdated descriptions of RimCuisine 1.

- Houses now require only basic cooking.

"Sorghum can now be properly processed.


Compatibility:


RIMCUISINE 2 IS NOT INTENDED FOR USE WITH DISMAR’S VEGETABLE GARDEN OR TOBY’S REALISTIC FARMING. The problems that arise when they are used together are not my fault, stop mixing them (or at your own risk!).


However, RimCuisine 2 *seems* compatible with VGP Core. Dismar and I have discussed compatibility, and both agree that our fashions are too big to develop full patches for them, but now they seem to work well together. But they overlap in many ways, and users who persistently use both modes will encounter duplicate items and see that some ingredients in one fashion will not work with some or all of the other's recipes. Use both fashion together at your own risk! Don't say I didn't warn you!


RimCuisine 2 is technically compatible with existing saves, but it is recommended that you use a new save for best experience. When used on old stores, new wild crops will take time to appear, stocks need to be fixed, existing accounts need to be adjusted, pawn allowances need to be updated, and you won't get any free technologies. But everything will work if you pass this stage.


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all (2069579592_rimcuisine_2_smokes_and_shrooms_expansion_continued.zip)